Civ2 Fascist Patch Gold (only for users of Civ2 Gold Multiplayer)
Download Fascist Patch Gold v1.11 (513k)
Fascist Patch Classic Release 3.3a (for "classic" Civ2 only!)
Download Patch 3.3a from the Host site (427k)
Fascist Patch Fantastic Worlds add-on (only for users of Fantastic Worlds; requires install of Fascist Patch first)
Download Fantastic Worlds Fascist add-on v4.01 (209k)
All above patches made by Steven A. Strayer
Like the Fascist Patch, but would like to try something a little differant?!? (Varients are only for Classic Civ2!):
visit the Fascist Varient Mods page by clicking here! (optional rules and units.gif)
Never installed a custom patch before? Unfamiliar with compressed files? Click here to visit the Installation Tips Page

Civ2 Gold & Civ2 "classic"
Fascist Patch, Rules Updates & New Units
Release 1.11 (Gold) & 3.3a (classic)
Dated 1/14/99 (Gold) & 6/16/97 (classic)
For Civilization II - version 1.1 (Gold) & 1.08 thru 2.62 (classic)
PLEASE READ:
I'm very interested to hear peoples comments on the new graphic & rules changes, GOOD OR BAD!... so please come back to the Civ2 Fascist Site and send me your thoughts and comments on the new look after you've checked out the patch! I'm doing my best to make this the best mod for Civ2!
WHAT IS THE FASCIST PATCH?
First off, the Fascist Patch is actually a modification (or Mod) to Civ2's main rules... what this means is that the Fascist Patch "takes over" all rules and graphics for both random map games and those using predefined worlds or maps... the Fascist Patch is NOT a one-time scenario (though you could just play one game of Civ2 and decide to go back to the original rules if you want). The main idea behind this modification is to enhance overall gameplay and rearange the rules and units to make better sense for all your future random map and predefined worlds you play! If for some reason you do not enjoy or agree with the changes in the Fascist Patch, it is very easy to reinstall your original files and return to the original Civ2 (but you won't want to after using the Fascist Patch!).
Simply put, the Fascist Patch offers several rules "tweaks" and a few major changes... the most notable of which is that the Government type "Fundamentalism" has been COMPLETELY removed from the game. In it's place, there is a new government type "Fascism". One unit has been "traded-in" (Fanatics), and in it's place is a new "Fascist only" unit, the Stormtrooper. One unit was removed completely due to it's apparent redundancy (Crusaders), and another unit removed for just plain being out of place (the Alpine Troops). Five completely new units have also been added to "round out" what's been missing from the game... the Dreadnought, Zeppelin, Infantry, Dive Bomber, and Heavy Armor... when all is said and done, the Fascist Patch offers you six new unit types and one new government to work with!
Civ2 Gold Multiplayer Release versions:
Release 1.11 adds some minor changes to make the Fascist Patch compatible with version 1.1 of Civ2 Gold which in-turn corrects some multi-play issues... make sure you install the Fascist Patch AFTER installing the MPS Civ2 Gold 1.1 patch!
Release 1.1 adds Fascist Patch descriptions to the Civilopedia and corrects Civilopedia description mismatches. New unit added, the Horse Archer.
Release 1.0 is the first release of the Fascist Patch for the Civ2 Gold Multiplayer Edition. It is a 100% bonified port of the original - wildly popular - Fascist Patch for the original Civ2 game. This version allows you to enjoy playing the Fascist patch Multiplayer with your friends and still use those new units and Fascist Governments with your friends! Do remember your friends on the other end need to have this patch installed as well for you to play multiplayer with anyone!
Classic Civ2 Release versions:
Release 3.3a Sorry about this one... I created an error in 3.3 that causes the Rifleman to become obsolete too soon! This is now fixed, and the Rifleman unit becomes obsolete with the Infantry unit (the way it's supposed to be!).
Release 3.3 Several minor changes including the in-game tech flow chart is now in a better alphabetical order and the shield placement of the Howitzer is corrected.
Release 3.2 Some major changes again... Mountain Warfare and the according unit (Alpine Troops) have been deleted. In it's place is the new War College tech advance. This in-turn grants the Infantry unit (a replacement for the Rifleman) and allows for further research to Guerrilla Warfare, Mobile Warfare & Amphibious Warfare. Needless to say, this advance is a must-have for military minded Civilizations! Also, Marines have been strengthened, as now they have the added ability of treating all terraign as roads (like the Alpine Troops had)... this represents the Marines ability to slug thru jungles effectively! Also, Mechanized infantry now attacks at a stronger rating.
Release 3.1 allows Fascist governments to have one (1) maintenance free unit per city (not including the already free stormtroopers)... also a few minor graphic changes.
Release 3.0 Another major realignment of the tech tree (same techs, differant order) once again to make "better sense" of historical accuracy, and to make things flow more smoothly (For instance, you can no longer go down the naval path, proceeding from frigates, to ironclads to dreadnaughts without ever figuring out how a cannon works!)... also a few more graphic enhancements.
Release 2.5 contains many graphic changes to the unit list (8 new changes in all!) and raises the defense of Bombers somewhat (from 1 to 2)
Release 2.4 is a minor change improving the distribution of "hut goodies" and barbarian troop types
Release 2.3 now has Fascism as the required tech to build the United Nations Wonder (Fascism unites the world against war) and changes the name of the Government type Despotism to Imperialism.
Release 2.2 now prevents getting Destroyers before Ironclads by making it necessary to have Metallurgy and Steam Engine before you can invent Electricity.
Release 2.1 now prevents the "unrealistic" capability of getting Ironclads before you even have Frigates and Galleons. Basically, Physics and Magnetism have been "swapped" on the tech flow chart, making it mandatory to develop Magnetism before proceeding to Physics then Steam Engine. Also Dreadnoughts now come with the tech advance of Industrialization instead of Electricity.
Release 2.0 of the Fascist Patch is a major rehaul of the entire Fascist Patch, including rules enhancements, more new units, several graphical improvements in existing units, and a new Fascist Patch Tech Chart for easy viewing of the changes made in the flow of technology.
STORMTROOPER: requires Fascism... (may only be built by Fascist governments) 7 attack, 5 defense, move 2, hp 2, fp 1, cost: 50 shields Stormtroopers are MAINTENANCE FREE to Fascist governments.
DESCRIPTION: These troops are highly motivated, well equiped, mobile infantry skilled at both attack and defense. Dedicated with much zeal to the Fascist cause, they are the favored troop choice by Fascist leaders. Stormtroopers are very adept at the art of mobile warfare and are as likely to be found leading a charge into battle as they are moping up behind armored advances. They are both feared and respected by friend and foe alike.
INFANTRY: requires War College... (the modern replacement for the rifleman) 6 attack, 5 defense, move 1, hp 2, fp 1, cost: 50 shields
DESCRIPTION: The American Civil War helped teach the necessity of having a good system of WAR COLLEGES to teach modern tactics and training for future battles by learning from the past and reaching out to new ideas. With this major step in military education the proffesional modern infantry was born.
DIVE BOMBER: requires Radio... (you can now call-in tactical air support)....... 8 attack, 1 defense, move 8, hp 2, fp 2, cost: 80 shields Dive bombers must land on same turn it flies. obsolete by stealth.
DESCRIPTION: With the advent of the RADIO, the ability for troops in the field to call in airstrikes to the exact position, greatly aided the attack. Limited in range and fuel, the Dive bomber makes it's mark with the ability for multiple powerful strikes in a single turn, primarily geared at combat in the open field as opposed to the big bombers role at leveling cities, this aircraft fills an important gap between the role of fighters and the big bombers.
ZEPPELIN: requires Combustion... (an engine to propell those big balloons!)....... 0 attack, 1 defense, move 4, hp 1, fp 1, cost: 40 shields Zeppelins are for recon (see two), they have fuel for 6 turns in the air for a total of 24 moves before landing. obsolete by Space Flight.
DESCRIPTION: Lighter-than-air flight has been around far longer than the Wright brothers historic flight in 1903. However, the ability to control the craft was crippling until the advent of the combustion engine. Huge Zeppelins (or Dirigibles) were capable of covering far more territory than early aircraft, and could even make trans-oceanic voyages feasable. Due to the use of explosive gases in the design, Zeppelins made for poor use in combat, but were nonetheless great for recon. The development of advanced aircraft, and especially jets and SPACE FLIGHT, made the mighty Zeppelins obsolete.
HEAVY ARMOR: requires Armor Design... (A very BIG improvement on Armor!) 12 attack, 6 defense, move 3, hp 4, fp 2, cost: 100 shields
DESCRIPTION: World War II saw a rapid advance in Armor design. Some of the best designs were spawned out of Nazi Germany, and the shock of these tanks withstanding direct hits from other lighter tanks was demoralizing to say the least! By the end of the war, heavy tanks were coming off the production line using high velocity guns which gave tremendous FIREPOWER and thicker armor which prolonged the lives of the tanks on the battlefield.
DREADNOUGHT: requires Industrialization... (The first true Queen of the Seas!) 9 attack, 9 defense, move 4, hp 4, fp 2, cost: 140 shields Dreadnoughts can see two. obsolete by Automobile (Battleships).
DESCRIPTION: The Default settings of Civ 2 would have you believe that after the Ironclad, the next rulers of the seas were Destroyers and Cruisers until the coming of the Battleship... this is of course nonsense. Britain's rapid INDUSTRIALIZATION and determination to maintain supremacy of the sea into the 20th century, led them to launch the HMS Dreadnought in 1906. With oil-fired steam turbines, she was fast for her time, even with 11 inch armor belts around the hull. Ten 12-inch guns, arranged in five twin-gun turrets, gave an all-around arc of tremendous firepower. This ship instantly made all previous warships obsolete, and lent her name to a whole new era of warships... the Dreadnoughts!
GOVERNMENT CHANGES:
Obviously Fascism is in, Fundamentalism is out... also, many have complained of the uselessness of Communism in Civ II. Communism has been strengthened to make it more of an option. Communism is now mainly geared for big empires with big ambitions of world domination...(there is a detailed read file within the game describing the changes made to Communism). Democracy is the same as it has always been (peace loving science freaks!), and Fascism is somewhere in-between the two... here are the changes in detail to the fascist revisions:
Government: FASCISM UNIT SUPPORT Each unit beyond the first costs one shield per turn; Settlers eat TWO food per turn. ONLY Fascists may produce STORMTROOPER units.
HAPPINESS
Under Fascism, NO CITIZEN IS EVER UNHAPPY! (Big party rallies with pagentry)CORRUPTION AND WASTE
Nazi efficiency, and state control ensures Fascism has NO corruption. However, Fascism has the special disadvantage that all SCIENCE is CUT 30% due to the throwing out and locking up of intellectuals and dissenters. You CAN however, set the science rate as high as 80% to offset this mild penalty.SPECIAL
Improvements which convert unhappy citizens to content citizens (Temples, etc.) as well as dissident businesses are stormed and produce "seizings" equal to the number of citizens they would otherwise convert. They also require no maintenance since they are shut down. The diplomatic penalties for "fifth collumnist activities" by your Diplomats and Spies are reduced. Under Fascism, none of the science/tax/luxury rates may be set higher than 80%.NOTE
Fascism can be obtained earlier than normal by the Statue of Liberty Wonder. However, Stormtroopers will not be available to you without first actually obtaining the Fascism Advance on the Tech Tree.HINTS
Fascism eliminates all happiness problems and provides an excellent revenue. Due to no discontentment and seizings, Taxes and Luxuries can be set to a minimum to offset the mild science penalty, putting a Fascist Government's research somewhere between Democracy and Communism. Military affairs do well with no interferance from a capitalist senate!
Designer - Fascist Patch for Civilization II
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